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-//================= Hercules Script =======================================
-//= _ _ _
-//= | | | | | |
-//= | |_| | ___ _ __ ___ _ _| | ___ ___
-//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
-//= | | | | __/ | | (__| |_| | | __/\__ \
-//= \_| |_/\___|_| \___|\__,_|_|\___||___/
-//================= License ===============================================
-//= This file is part of Hercules.
-//= http://herc.ws - http://github.com/HerculesWS/Hercules
-//=
-//= Copyright (C) 2012-2015 Hercules Dev Team
-//= Copyright (C) Euphy
-//=
-//= Hercules is free software: you can redistribute it and/or modify
-//= it under the terms of the GNU General Public License as published by
-//= the Free Software Foundation, either version 3 of the License, or
-//= (at your option) any later version.
-//=
-//= This program is distributed in the hope that it will be useful,
-//= but WITHOUT ANY WARRANTY; without even the implied warranty of
-//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-//= GNU General Public License for more details.
-//=
-//= You should have received a copy of the GNU General Public License
-//= along with this program. If not, see <http://www.gnu.org/licenses/>.
-//=========================================================================
-//= Easter Event (2010)
-//================= Description ===========================================
-//= Lift Lina's curse for an Easter Egg Shell.
-//================= Current Version =======================================
-//= 1.0
-//=========================================================================
-
-prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{
- disable_items;
- if (BaseLevel < 40) {
- mes "[Rina]";
- mes "Hi~!";
- mes "You are an adventurer like me.";
- next;
- mes "[Rina]";
- mes "I am put under a curse.";
- mes "I know you want to help me,";
- mes "but your experience is not enough.";
- next;
- consumeitem 607; //Yggdrasilberry
- consumeitem 12068; //Luk_Dish03
- consumeitem 12063; //Dex_Dish03
- consumeitem 12053; //Vit_Dish03
- npcskill "AL_INCAGI",1,0,0;
- npcskill "AL_BLESSING",1,0,0;
- mes "[Rina]";
- mes "I am not in the good condition,";
- mes "so what I can do for you";
- mes "is just like this.";
- mes "Then, good bye.";
- mes "Take care~!";
- close;
- }
- .@quest1 = questprogress(9117);
- if (!.@quest1) {
- playbgm "30.mp3"; // One Step Closer
- mes "[Rina]";
- mes "Hi~!";
- mes "You are an adventurer like me.";
- mes "Well... In fact, I am";
- mes "put under a strange curse.";
- next;
- mes "[Rina]";
- mes "To release this curse,";
- mes "somebody needs to do ^800080Oath-taking ceremony^000000";
- mes "with me,";
- mes "and then needs to solve";
- mes "several problems instead of me.";
- next;
- if (select("Let's help ^800080Rina^000000.", "Just skip it.") == 2) {
- emotion e_sigh;
- mes "[Rina]";
- mes "To help me,";
- mes "I need a competent adventurer.";
- mes "If you know those people,";
- mes "I hope you to introduce them to me later.";
- close;
- }
- emotion e_awsm;
- mes "[Rina]";
- mes "Are you really going to help me?";
- mes "Thank you.";
- mes "You are so brave.";
- next;
- playbgm "01.mp3"; // Title
- mes "[Rina]";
- mes "Then I'll start ^800080Oath-taking ceremony^000000.";
- mes " ";
- mes "^787878( A mysterious atmosphere hangs in the air. )^000000";
- next;
- specialeffect(EF_COUPLECASTING, AREA, playerattached());
- next;
- mes "[Rina]";
- mes "Blah blah blah...";
- mes " ";
- mes "Blah blah blah...";
- mes " ";
- mes "^787878( ... This is a strange spell. )^000000";
- next;
- specialeffect(EF_SIGNUM, AREA, playerattached());
- mes "[Rina]";
- mes "Haaaaah~";
- mes "^800080Oath-taking ceremony^000000 is done enough now.";
- mes "Isn't that so simple?";
- next;
- emotion e_dum;
- mes "[Rina]";
- mes "Okay, from no on,";
- mes "you need to go on ^006400a real adventure";
- mes "to release my curse^000000.";
- mes "Let me know when you are ready.";
- setquest 9117;
- close;
- } else if (.@quest1 == 1) {
- callsub(L_HuntingInfo, .@quest1);
- } else if (.@quest1 == 2) {
- if (questprogress(9118) != 2 || questprogress(9119) != 2 || questprogress(9120) != 2 || questprogress(9121) != 2) {
- if (questprogress(9118,HUNTING) == 2 || questprogress(9119,HUNTING) == 2 || questprogress(9120,HUNTING) == 2 || questprogress(9121,HUNTING) == 2) {
- mes "[Rina]";
- mes "You did it.";
- mes "I can feel that my body is recovering.";
- mes "But it is not enough.";
- next;
- mes "[Rina]";
- mes "^006400You have one more thing to do.^000000";
- mes "Let me know when you're ready.";
- close2;
- completequest 9118;
- completequest 9119;
- completequest 9120;
- completequest 9121;
- setquest 9122;
- } else
- callsub(L_HuntingInfo, .@quest1);
- end;
- }
- }
- if (questprogress(9122) == 1) {
- mes "[Rina]";
- mes "I will check one thing.";
- mes "For this task,";
- mes "You need to feel the music.";
- next;
- mes "[Rina]";
- mes "You cannot complete the task";
- mes "without the music.";
- mes "do you have any problem?";
- next;
- mes "- Check! -";
- mes "^787878- BGM option should be turned on -^000000";
- mes "^787878- in the game option menu. -^000000";
- mes "^787878- Please check -^000000";
- mes "^787878- whether you can listen -^000000";
- mes "^787878- to the music sound. -^000000";
- next;
- if(select("[I'm ready to listen to the BGM.]", "[I can't listen to the BGM.]") == 2) {
- mes "[Rina]";
- mes "I am so shocked that";
- mes "you cannot feel the music.";
- mes "What should we do now...";
- close2;
- emotion e_sob;
- end;
- }
- mes "[Rina]";
- mes "Listen carefully";
- mes "the feelings of it...";
- mes "I can't hear it,";
- mes "but you can hear the sound.";
- next;
- if (oversea_event2 < 520 || oversea_event3 < 270 || oversea_event6 < 245 || oversea_event9 < 197) {
- if (oversea_event2 == 520) playbgm "13.mp3"; // Theme of Geffen
- else if (oversea_event3 == 270) playbgm "59.mp3"; // Theme of Lutie
- else if (oversea_event6 == 245) playbgm "70.mp3"; // Theme of Juno
- else if (oversea_event9 == 197) playbgm "94.mp3"; // Theme of Rachel
- else {
- switch(rand(1,4)) {
- case 1: playbgm "13.mp3"; oversea_event2 = 520; break;
- case 2: playbgm "59.mp3"; oversea_event3 = 270; break;
- case 3: playbgm "70.mp3"; oversea_event6 = 245; break;
- case 4: playbgm "94.mp3"; oversea_event9 = 197; break;
- }
- }
- }
- mes "[Rina]";
- mes "^006400The music you're hearing now^000000";
- mes "has something to do with the one specific city.";
- mes "Think carefully ^006400what kind of city^000000";
- mes "has similar feeling with this music.";
- next;
- mes "[Rina]";
- mes "And...";
- mes "Go to ^006400the city";
- mes "where you can remind by this music^000000.";
- next;
- mes "[Rina]";
- mes "After that,";
- mes "find ^FF0000the strange mark^000000";
- mes "around the entrances of the city.";
- mes "Then you can release the curse on me.";
- next;
- mes "[Rina]";
- mes "It must be tough";
- mes "but I hope you good luck.";
- close2;
- emotion e_sigh;
- end;
- }
- if (questprogress(9123) == 1) {
- emotion e_kis;
- mes "[Rina]";
- mes "You're back~!";
- mes "My curse has been released.";
- mes "Thank you so much.";
- next;
- if (checkweight(Easter_Egg_Shell,1) == 0) {
- mes "[Rina]";
- mes "Your bag is too full.";
- mes "I have a present for you";
- mes "so make your bag lighter.";
- mes "I'll wait for you.";
- close;
- }
- completequest 9123;
- getitem Easter_Egg_Shell,1;
- .@BaseExp = (BaseLevel * (BaseLevel / 4)) * ((BaseLevel / 29) + (BaseLevel / 6)) + (5 * BaseLevel / 2);
- if (ADVJOB == 0) {
- if (BaseLevel < 40) .@nBaseExp = .@BaseExp;
- else if (BaseLevel < 50) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel);
- else if (BaseLevel < 60) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 20));
- else if (BaseLevel < 70) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10));
- else if (BaseLevel < 80) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5));
- else if (BaseLevel < 90) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3));
- else if (BaseLevel < 99) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2));
- else .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2) * 2);
-
- .@nJobExp = (JobLevel * (JobLevel - 3) * (JobLevel / 25 + 1) + (16 - (JobLevel * 2))) * 2;
- } else {
- if (BaseLevel < 30) .@nBaseExp = .@BaseExp;
- else if (BaseLevel < 40) .@nBaseExp = .@BaseExp + (BaseLevel * 10);
- else if (BaseLevel < 50) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * 2);
- else if (BaseLevel < 60) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 10));
- else if (BaseLevel < 70) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 5));
- else if (BaseLevel < 80) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 3));
- else if (BaseLevel < 90) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * (BaseLevel / 2));
- else if (BaseLevel < 98) .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * BaseLevel);
- else .@nBaseExp = .@BaseExp + (BaseLevel * BaseLevel * BaseLevel * 2);
-
- .@nJobExp = (JobLevel * JobLevel * (JobLevel / 5 + 2) + (20 - JobLevel)) * 3;
- }
- getexp .@nBaseExp,.@nJobExp;
- mes "[Rina]";
- mes "This is the present for you.";
- mes "It's not a big one";
- mes "but please take it";
- mes "as a token of my gratitude.";
- next;
- mes "[Rina]";
- mes "I'll take a rest for a few days";
- mes "and then I'll go on an adventure.";
- mes "See you again.";
- close2;
- consumeitem 607; //Yggdrasilberry
- consumeitem 12068; //Luk_Dish03
- consumeitem 12063; //Dex_Dish03
- consumeitem 12053; //Vit_Dish03
- npcskill "AL_INCAGI",1,0,0;
- npcskill "AL_BLESSING",1,0,0;
- end;
- }
- mes "[Rina]";
- mes "Thank you for releasing my curse.";
- mes "I'll take a rest for a few days";
- mes "and then go on an adventure again.";
- mes "Have a happy day~!";
- close2;
- consumeitem 607; //Yggdrasilberry
- npcskill "AL_INCAGI",1,0,0;
- npcskill "AL_BLESSING",1,0,0;
- end;
-
-L_HuntingInfo:
- mes "[Rina]";
- mes "What you need to do is";
- mes "to choose one monster among";
- mes "^FF0000DEVIRUCHI,^000000 ^FF0000WRAITH DEAD,^000000";
- mes "^FF0000DULLAHAN,^000000 ^FF0000NIGHTMARE TERROR^000000";
- mes "and then kill ^0000FF50^000000 monsters";
- mes "and come back to me.";
- next;
- mes "[Rina]";
- mes "It must be a tough task,";
- mes "but you are the right person";
- mes "who did the oath-taking ceremony.";
- mes "I hope you succeed.";
- if (getarg(0) < 2) {
- completequest 9117;
- setquest 9118;
- setquest 9119;
- setquest 9120;
- setquest 9121;
- }
- close2;
- npcskill "AL_INCAGI",1,0,0;
- npcskill "AL_BLESSING",1,0,0;
- end;
-}
-
-geffen,207,114,4 script #Hiddne01Easter CLEAR_NPC,{
- if (oversea_event2 > 519) {
-OnRelease:
- specialeffect EF_PATTACK;
- mes "- I found ^0000FFthe strange mark^000000. -";
- next;
- specialeffect(EF_HOLYHIT, AREA, playerattached());
- mes "- I can definitely feel that";
- mes "- ^0000FFRina^000000 has been released";
- mes "- from the curse.";
- mes "- ^006400Let's go back to Rina!^000000";
- if (questprogress(9122) != 2) {
- completequest 9122;
- setquest 9123;
- }
- close;
- }
- end;
-}
-
-xmas,144,52,4 script #Hiddne02Easter CLEAR_NPC,{
- if (oversea_event3 > 269)
- doevent "#Hiddne01Easter::OnRelease";
- end;
-}
-
-yuno,164,46,4 script #Hiddne03Easter CLEAR_NPC,{
- if (oversea_event6 > 244)
- doevent "#Hiddne01Easter::OnRelease";
- end;
-}
-
-rachel,36,132,4 script #Hiddne04Easter CLEAR_NPC,{
- if (oversea_event9 > 196)
- doevent "#Hiddne01Easter::OnRelease";
- end;
-}
-
-prontera,204,297,3 script Rina's Little Friend 4_DRAGON_EGG,{
- disable_items;
- if (!questprogress(9117)) {
- emotion e_swt2;
- mes "[Rina's Little Friend]";
- mes ".......";
- mes " ";
- mes "^787878( No response. )^000000";
- close;
- }
- if (questprogress(9123) == 2) {
- emotion e_meh;
- mes "[Rina's Little Friend]";
- mes "Hi.";
- mes "I guess you're the trustworthy friend.";
- mes "Are you here to make a deal with me?";
- next;
- switch(select("Yes.", "No.", "What do you mean?")) {
- case 1:
- if (ADVJOB == 0) {
- if (BaseLevel < 70)
- .@nCharge = 400000;
- else if (BaseLevel < 90)
- .@nCharge = 450000;
- else
- .@nCharge = 480000;
- } else
- .@nCharge = 500000;
- if (countitem(Egg) < 1 || countitem(Sparkling_Dust) < 20 || Zeny < .@nCharge) {
- mes "[Rina's Little Friend]";
- mes "Hmm.";
- mes "The material is not enough.";
- mes "Please check the things you need.";
- close;
- }
- mes "[Rina's Little Friend]";
- mes "Cool... if you give me the materials";
- mes "I will start it right now.";
- mes "Are you ready for it?";
- next;
- if(select("Yes, let's start it.", "No, stop it.") == 2) {
- mes "[Rina's Little Friend]";
- mes "Heh. It's boring.";
- close;
- }
- mes "[Rina's Little Friend]";
- mes "Okay, I will start it now.";
- mes " ";
- mes "^787878( A mysterious atmosphere hangs in the air. )^000000";
- next;
- specialeffect EF_ASPERSIO;
- delitem Egg,1;
- delitem Sparkling_Dust,20;
- Zeny -= .@nCharge;
- .@nPercentage = rand(1,100);
- if (.@nPercentage <= 41) {
- mes "[Rina's Little Friend]";
- mes "Life is given to the egg.";
- mes "Aaaaah~ I got to take some rest.";
- mes "Good bye~!";
- if (.@nPercentage <= 12)
- getitem Poporing_Egg,1;
- else if (.@nPercentage <= 24)
- getitem Picky_Egg,1;
- else if (.@nPercentage <= 36)
- getitem Savage_Bebe_Egg,1;
- else
- getitem Deviruchi_Egg,1;
- close2;
- emotion e_yawn;
- end;
- } else if (.@nPercentage <= 60) {
- if (.@nPercentage >= 42 && .@nPercentage <= 45)
- getitem Easter_Egg_Shell,1;
- else
- getitem Holy_Egg,5;
- mes "[Rina's Little Friend]";
- mes "It seems that you have quite interesting things.";
- mes "I need to take some rest.";
- mes "Good bye~!";
- close2;
- emotion e_yawn;
- end;
- } else if (.@nPercentage <= 85) {
- if (.@nPercentage >= 61 && .@nPercentage <= 75) {
- getitem Sparkling_Dust,20;
- getitem Yggdrasilberry,1;
- } else {
- getitem Egg,1;
- getitem Seed_Of_Yggdrasil,2;
- }
- mes "[Rina's Little Friend]";
- mes "There was no change.";
- mes "I didn't mean to do it,";
- mes "but I'm sorry...";
- mes "I hope to see you again, my friend.";
- emotion e_dum;
- close;
- } else {
- getitem Dex_Dish08,2;
- mes "[Rina's Little Friend]";
- mes "Hmm.";
- mes "It became a dish.";
- mes "Looks delicious.";
- mes "Then, good bye~!";
- close2;
- emotion e_rice;
- end;
- }
- case 2:
- mes "[Rina's Little Friend]";
- mes "You are here just to see my cute looks?";
- mes "Aren't you peeking at Rina";
- mes "pretending to see me?";
- mes "It's funny... haha~";
- close2;
- emotion e_gg;
- end;
- case 3:
- playbgm "23.mp3"; // Travel
- mes "[Rina's Little Friend]";
- mes "Huh?!";
- mes "I never told you before?";
- mes "Then listen carefully.";
- next;
- mes "[Rina's Little Friend]";
- mes "I have a";
- mes "special ability.";
- mes "It's to give a special strength";
- mes "to ^0000FFthe egg^000000.";
- next;
- mes "[Rina's Little Friend]";
- mes "Well, I cannot do that unlimitedly.";
- mes "There is no magic that is done forever.";
- mes "So I need some additional cost.";
- next;
- mes "[Rina's Little Friend]";
- mes "And I cannot sure";
- mes "to what the egg will be changed.";
- mes "It may be end in failure";
- mes "and it can be something like Pet Egg.";
- next;
- if(select("Ask the cost.", "Stop listening because it feels like a trick.") == 2) {
- mes "[Rina's Little Friend]";
- mes "Well... I don't really care.";
- mes "Good bye.";
- close2;
- playbgm "08.mp3"; // Theme of Prontera
- end;
- }
- mes "[Rina's Little Friend]";
- mes "Do you want to make a deal?";
- mes "You need";
- mes "^0000FF1 Egg^000000, ^0000FF20 Light Granule^000000 and";
- if (ADVJOB == 0) {
- if (BaseLevel < 70)
- mes "^B8860B400,000 Zeny.";
- else if (BaseLevel < 90)
- mes "^B8860B450,000 Zeny^000000.";
- else
- mes "^B8860B480,000 Zeny^000000.";
- } else
- mes "^B8860B500,000 Zeny^000000.";
- next;
- mes "[Rina's Little Friend]";
- mes "If you are interested";
- mes "make that zeny and come again.";
- mes "Haha...";
- mes "I'll be waiting for you.";
- close2;
- playbgm "08.mp3"; // Theme of Prontera
- emotion e_gg;
- end;
- }
- }
- emotion e_meh;
- mes "[Rina's Little Friend]";
- mes "Ahem!";
- mes "Why? Are you surprised to see me speaking?";
- mes "Well, I understand you.";
- mes "Only the person who did";
- mes "the oath-taking ceremony can talk with me.";
- next;
- mes "[Rina's Little Friend]";
- mes "If Rina's curse is released,";
- mes "I can also";
- mes "suggest you";
- mes "an interesting thing.";
- next;
- mes "[Rina's Little Friend]";
- mes "I will let you know";
- mes "the detailed explanation later.";
- mes "Then see you later, my friend.";
- close;
-}
-
-prontera,116,82,5 script Traveler#01Easter 4_M_03,{
- mes "[Traveler]";
- mes "I'm a traveler";
- mes "and I often visit ^8B4513Prontera^000000.";
- mes "Hmm, I think I might";
- mes "see you around here before.";
- next;
- if(select("Listen some more.", "Just ignore it.") == 2) {
- mes "[Traveler]";
- mes "As I expected,";
- mes "you are a silent person. Ha ha.";
- mes "Good bye.";
- close;
- }
- mes "[Traveler]";
- mes "A few days ago,";
- mes "I saw a new adventurer";
- mes "who were standing";
- mes "near the ^8B4513Cathedral^000000.";
- next;
- emotion e_lv;
- mes "[Traveler]";
- mes "That adventurer seemed pretty.";
- mes "But...";
- mes "I feel some strange energy";
- mes "so I don't come close to that person.";
- next;
- mes "[Traveler]";
- mes "Look like";
- mes "you're interested in";
- mes "that new adventurer?";
- mes "Or that is just your face look. Ha ha.";
- next;
- if(select("I'm interested in it.", "I don't care at all.") == 2) {
- mes "[Traveler]";
- mes "Ah~ I see~!";
- mes "Then, Good bye.";
- close;
- }
- mes "[Traveler]";
- mes "Just as I expected!";
- mes "You can find";
- mes "that new adventurer";
- mes "on the way to the ^8B4513Cathedral^000000";
- mes "at the direction of 1o'clock in ^8B4513Prontera^000000.";
- next;
- mes "[Traveler]";
- mes "She was carrying";
- mes "^800080a big egg thing^000000.";
- mes "That's what I know.";
- close;
-OnInit:
- initnpctimer;
- end;
-OnTimer5000:
- emotion e_gasp;
- stopnpctimer;
- initnpctimer;
- end;
-}
-
-prontera,163,194,5 script Traveler#02Easter 4_F_03,{
- mes "[Traveler]";
- mes "A while ago,";
- mes "I met a lady";
- mes "and she said she has been";
- mes "under a strange curse.";
- next;
- mes "[Traveler]";
- mes "I wanted to help her";
- mes "but my experience is not enough.";
- mes "So I couldn't help her.";
- next;
- mes "[Traveler]";
- mes "If you are more than";
- mes "level ^0000FF40^000000,";
- mes "go to the ^8B4513Cathedral^000000";
- mes "at the direction of 1'o clock.";
- mes "I hope you can help her...";
- close;
-OnInit:
- initnpctimer;
- end;
-OnTimer5000:
- emotion e_gasp;
- stopnpctimer;
- initnpctimer;
- end;
-}